添加灯光时环境光线变亮(OpenGL,法线贴图)

时间:2017-08-09 13:16:02

标签: java opengl libgdx shader blending

在过去的几天里,我在Java(Libgdx)中玩弄闪电。我是OpenGL或Shaders的新手,我偶然发现了一个很好的教程,如何使用法线贴图(https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson6)实现光照。到目前为止,我设法用一盏灯做了这个,现在我正试图用多个灯做同样的效果。我尝试用添加剂混合对每个灯进行一次绘制调用。阴影正确绘制,但每次添加灯光时,环境颜色都会变亮。我尝试了一些东西,但没有任何效果,我被卡住了。

我的渲染方法:

<DataGridTemplateColumn Width="*" MaxWidth="200"
                                CanUserReorder="False" CanUserResize="False"
                                CellTemplate="{StaticResource ComboBox_Template}"
                                Header="Action"/>

这是我的片段着色器:

@Override
public void render () {
    renderToFbo(Gdx.input.getX(), Gdx.graphics.getHeight() - Gdx.input.getY());
    renderToScreen(Gdx.input.getX(), Gdx.graphics.getHeight() - Gdx.input.getY());

    renderToFbo(200, 200);
    batch.setBlendFunction(GL_ONE,GL_ONE_MINUS_SRC_COLOR);
    renderToScreen(200,200);

    renderToFbo(500, 500);
    batch.setBlendFunction(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
    renderToScreen(500,500);
}


private void renderToFbo(float posX, float posY){
    fbo.begin();
    batch.setBlendFunction(GL_ONE, GL_ZERO);
    batch.setShader(defaultShader);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    batch.begin();
    batch.draw(lightMap, posX - lightSize / 2, posY - lightSize  / 2, lightSize,lightSize);
    batch.end();
    fbo.end();
}

private void renderToScreen(float posX, float posY){
    batch.setShader(lightningShader);
    batch.begin();

    float x = posX / (float) Gdx.graphics.getWidth();
    float y = posY / (float) Gdx.graphics.getHeight();
    LIGHT_POS.x = x;
    LIGHT_POS.y = y;

    lightningShader.setUniformf("lightPos", LIGHT_POS.x, LIGHT_POS.y, LIGHT_POS.z);

    fbo.getColorBufferTexture().bind(2);
    normalMap.bind(1);
    texture.bind(0);

    batch.draw(texture, 0,0);
    batch.end();
}

1 个答案:

答案 0 :(得分:1)

要通过单个渲染调用执行此操作,片段着色器必须接受要处理的光位置数组。着色器必须在编译时知道数组大小,因此您应该将数组设置得足够大,以便根据需要设置更多的灯(当您需要更少时,可以将剩余的灯设置为黑色)。

我在下面修改了你的着色器,只是假设它在你的代码中正常工作。我不知道你在使用光照贴图做了什么,所以我用更传统的东西替换你的衰减计算。

varying vec4 vColor;
varying vec2 vTexCoord;
uniform sampler2D u_texture;   //diffuse map
uniform sampler2D u_normals;   //normal map

const int LIGHT_COUNT = 4;

uniform vec2 resolution;      //resolution of screen
uniform vec3[LIGHT_COUNT] lightPos;      //light position, normalized
uniform vec4[LIGHT_COUNT] lightColor;      //light RGBA -- alpha is intensity
uniform vec4 ambientColor;    //ambient RGBA -- alpha is intensity

void main() {

    vec4 diffuseColor = texture2D(u_texture, vTexCoord);
    vec3 normalMap = texture2D(u_normals, vTexCoord).rgb;
    vec3 N = normalize(normalMap * 2.0 - 1.0);

    float resolutionFactor = resolution.x / resolution.y;

    vec3 diffuse = new vec3(0.0);
    for (int i=0; i<LIGHT_COUNT; i++){
        vec3 lightDir = vec3(lightPos[i].xy - (gl_FragCoord.xy / resolution.xy), lightPos[i].z);
        lightDir.x *= resolutionFactor;
        vec3 L = normalize(lightDir);
        float distance = length(lightDir);
        vec3 attenuation = 1.0 / ( 0.4 + 3.0*distance + (20.0*distance*distance ) );
        diffuse += attenuation * (lightColor[i].rgb * lightColor[i].a) * max(dot(N, L), 0.0);
    }

    //pre-multiply ambient color with intensity
    vec3 ambient = ambientColor.rgb * ambientColor.a;


    //the calculation which brings it all together
    vec3 intensity = min(vec3(1.0), ambient + diffuse); // don't remember if min is critical, but I think it might be to avoid shifting the hue when multiple lights add up to something very bright.
    vec3 finalColor = diffuseColor.rgb * intensity;
    gl_FragColor = vColor * vec4(finalColor, diffuseColor.a);

}

将灯光参数传递给着色器:

static final int LIGHT_COUNT = 4;
final float[] tmpLightPositions = new float[3 * LIGHT_COUNT];
final float[] tmpLightColors = new float[4 * LIGHT_COUNT];

//...

int i = 0;
for (Vector3 pos : myLightPositions) {// should be LIGHT_COUNT of them
    tmpLightPositions[i++] = pos.x;
    tmpLightPositions[i++] = pos.y;
    tmpLightPositions[i++] = pos.z;
}
i = 0;
for (Color col : myLightColors) {
    tmpLightColors[i++] = color.r;
    tmpLightColors[i++] = color.g;
    tmpLightColors[i++] = color.b;
    tmpLightColors[i++] = color.a;
}
shader.setUniform3fv("lightPos", tmpLightPositions, 0, tmpLightPositions.length);
shader.setUniform4fv("lightColor", tmpLightColors, 0, tmpLightColors.length);